Workspace

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    ...for unit names, descriptions, etc.
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    Drakes (small to very large)

    Winged Fire Drakes

    Great Golden Fire Drake (Smaug only)- Smaug is the last of the Great Golden Fire Drakes, some of the largest, most fearless and ferocious creatures ever to walk the face of Middle-Earth. Many of Smaug’s ancestors were renowned for their strength and ferocity, often routing entire armies. Smaug however is more renowned for his pride and laziness, which is all that is keeping him from plaguing the free peoples of Middle-Earth and taking everything he wishes. Though, if you had a vast horde of treasure for a mattress you probably wouldn’t want to get out of bed much either.

    Golden Fire Drake- Young, Adult, Patriarch. Considerably smaller in relation to their distant “Great” cousins, these drakes are still a numerical force to be reckoned with but are rarely seen or heard of in times such as these. Although they are capable of breathing incinerating fire these creatures have no affinity for it and much prefer to lounge around in dark icy caves, often found far to the North. One can only hope that the coming days do not grow colder and darker.

    Wingless Fire Drakes


    Uruloki (Great Fire Drake)- Young, Adult, Patriarch. (Plus Glaurung, who will be placed near the city that "should not be seen" in case you should want to trade blows with him.) These are very rare and equally dangerous, four legged, fire breathing lizards. Adults can grow to be terrifyingly enormous, but because most died out long ago and all Drakes mature at a very slow rate, many never reach their full size.

    Red Drake- Young, Adult, Patriarch. These drakes are much smaller in size and strength than their other fellow fire drakes and although they are much more numerous, they are just as rarely seen. This is mainly because they prefer to live within icy caves which can only be found in high mountains or far to the North.

    Plated Red Drake- Young, Adult, Patriarch. Considered an off-shoot and close relative of Red Drakes these Fire Drakes may have been the result of cross-breeding in the wild after the fall of Morgoth. Their large scale plates protrude from their head and neck offering them excellent protection while spewing fire upon their prey, making even the bravest and most stubborn of Dwarves reconsider a frontal assault. Although once very rare, their formidable natural defenses have ensured their survival and allowed them to greatly increase in number.

    Wingless Cold Drakes

    Golden Cold Drake (front claws only)- Young, Adult, Patriarch. Named so because of the color of their scales and their love of all things gold. One can often find them wherever gold can be found, mainly in mountainous areas.

    Silver Cold Drake (front claws only)- Young, Adult, Patriarch. Named so because of the color of their scales and their love of all things silver, especially mithril. One can often find them wherever silver or mithril can be found, mainly in mountainous areas.

    Great Cold Drake- Young, Adult, Patriarch. Though not as large or dangerous as their very distant Great Fire Drake cousins, they are a vicious foe none the less. They prefer to charge through their enemy and trample them to death with surprising speed and agility, whoever is left standing is often the appetizer.

    Horned Drake- Young, Adult, Patriarch. One quick look at these drakes and there is no doubt as to why they have attained their name. These drakes have tremendous speed and agility making them the perfect hunter for rocky and mountainous areas while their horns make them deadly when charging their prey.

    Blue Drake
    (front claws only)- Young, Adult, Patriarch. Named for their inability to breathe fire and their preference for dwelling in cool, dark caves. These drakes often choose to reside in vast cave networks which have a steady food supply, mainly those already occupied by Dwarves or Orcs and Goblins. Their long fangs and claws are plenty sharp for taking down their prey head on.

    Green Drake- Young, Adult, Patriarch. Named for their preference of grasslands and lightly forested areas, though perhaps they only prefer the food that resides there. They absolutely love to eat wild boar. Only problem is, people taste a lot like pork. They are excellent at sneaking up, ambushing, and then chasing down their prey with incredible speed. These hunters prefer to avoid a fair fight, but they are still not to be trifled with.

    Yellow Drake (front claws only)- Young, Adult, Patriarch. Large and small serpents which dwell in isolated arid regions and hill sides. They have long been considered to be a type of dragon, only no one has actually seen one up close and lived to tell the tale.

    Sand Drake
    (no claws)- Young, Adult, Patriarch. Large and small serpents which dwell in desert and mountainous regions. They have long been considered to be a type of dragon, only no one has actually seen one up close and lived to tell the tale.

    Iron Drake- Young, Adult, Patriarch. These drakes have very large heads and very large, powerful jaws which can tear or crush through even the strongest of armor while shattering bones like glass in the process. Their heads resemble huge iron anvils in both shape and strength, which is most likely how they attained their daunting name.

    Giant Spiders (xsmall to large)- Young, Adult, Matriarch. Plus Shelob and Ungoliant. Giant Spiders are not as powerful as Shelob or Ungoliant, but they were still large and terrible creatures. Ungoliant and Shelob had numerous spawn, and their mates included their own offspring. Description needs improvement.

    Wolves (xsmall to medium)- Young, Adult, Patriarch. Wolves are large and powerful hunters that hunt in packs. They are able to communicate with each other and therefore often work as a team to overwhelm their prey. Description needs improvement.

    Wargs (bear-like wolves)(small to medium-large)- Young, Adult, Patriarch. Like so many other foul creatures, the Warg may have first been bred in the fortress of Angband by Morgoth or Sauron. They are the result of mixing two or more animals, and a pinch of malice, to produce a true monster. Wargs are said by some to be quite intelligent predators; it is often rumored that they have a crude understanding of language and tactics. Description needs improvement.

    Wild Orcs and Wild Goblin Archers/Snagas (xsmall)- Assorted cannon fodder. These bands of Orcs and Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination.

    Wild Trolls (a little larger than cave trolls)- Wild Hill Troll, Wild Snow Troll, Wild Cave Troll. Wild Trolls are large creatures of great strength often larger than those in the service of the Dark Lord. They have a thick scaly skin making them very difficult to pierce with a blade. Wild Trolls are generally considered rather unintelligent to the peoples of Middle-Earth. They do not build or create anything of their own but instead hoard whatever riches that they can steal. However, unlike most bandits, Trolls often eat the people they plunder. Trolls have no language of their own, though some have learned to speak the Common Speech and the Black Speech.

    Wild Mumakil (large and very large)- Young, Adult, Matriarch. Tales of these enormous creatures are often considered more legend than reality by many in Middle-Earth. Travelers from distant lands claim they stand between fifty and one hundred feet tall, with four huge tusks. When charging into battle, they bellow and screech at great volume, with the advent of their coming being preceded by the shaking of the very earth. Description needs improvement.

    Fell Beast, as described in the book (medium and large)- Young, Adult, Matriarch. Fell Beasts are huge, larger than any bird, and their wingspans are great. Their wings are made of hide stretched between bones like horned fingers and they have no feathers. They have long sharp beaks and long necks. Fell Beasts have a foul smell about them and their terrible shriek will make any foe think twice about standing their ground. Little is known about them, but many believe that they may be prehistoric creatures that have somehow survived into the Third Age. Description needs improvement.

    Yo Mama, ...Oh snap! Is anybody actually reading this whole post?

    Giant Bats
    (xsmall to medium)- Young, Adult, Matriarch.
    Giant Bats are creatures that roam in the ancient forests of Middle-Earth. Once far more frequent, the majority of old forests which remain are located primarily in Western Eriador and Lindon. Description needs improvement.

    Corsairs
    (cloned from Harad) and Outlaws (will probably use existing units)- These men have abandoned their names and native lands and have fled into the wild for various reasons. Many lay scattered in the wilderness left to fend for themselves, as such they often band together to make the difficult task of life in the wild a little easier. Although not all are true criminals and none could justly be considered evil, the arduous task of survival has left them long bereft of honor, as such things do not quench the agony of hunger. In order to survive they often must put their needs before all others, even those of their fellow kin. In this way, they are ever so often considered equally perilous as the servants of The Dark Lord in the thoughts of weary villages and travelers across Middle-Earth.
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    The following are all by Thuringwethil.

    Ancalagon

    The greatest Dragon to ever enter the world was Ancalagon, 'Rushing jaws', the black. At the close of the First Age of Sun, the mighty black dragon devestated the army of the West in the Great Battle and War of Wrath. First of the winged Dragons, he flew out of Angband like mighty storm clouds of wind and fire in defence of Morgoth's realm. The winged Dragons' arrival was the first the World had seen of their kind and, for a time, Morgoth's foes retreated in fear, unable to withstand their terrible assualt. Then, all the warrior birds of the Earth came out of the West to counter this dread threat from the skies, including the Eagles and the warrior Earendil in his flying ship 'Vingilot'. The battle in the air lasted a long time and many were slain on both sides. At last, Earendil was victorious and Ancalagon was cast down. The other Dragons were killed or fled. Thus, Morgoth's power was broken for ever and Ancalagon's death marked the end of the War of Wrath.

    Scatha

    After the defeat of Ancalagon and his kindred in the Great Battle, so great was their downfall that no mention of Dragons is made again until the Third Age of Sun. In this time, they inhabited the wastes beyond the Grey Mountains of the North. The histories of Middle-earth mention Dragons again when it is said that their greed attracted them to the hoarded wealth of the Seven Kings of Dwarves. The mightiest Dragon of the Grey Mountains was Scatha the Worm. The Dwarves fled their halls in fear and dread of Scatha's assualt, but one man stood and gave battle, a prince among Men. The warrior Fram, son of Frumgar, chieftain of the Eotheod, slew Scatha by his own hand and, temporarily, dispelled the terror of the Dragons.

    In time, however, many Cold-Drakes returned to the Grey Mountians. The Dwarves valiantly resisted their attack for a long period of time but, eventually, they were overwhelmed. Their warriors fell one by one and the Dragons claimed the gold-rich Grey Mountains.

    Glaurung, Father of Dragons

    Glaurung was the first of the fire-drakes, the Uruloki, created by Morgoth. Though not of the winged race of Dragons, he was the greatest terror of his time. He burst forth from the caverns of Angband after only a century of growth and burned and savaged the lands of the Elves, merely testing his power. Terrible though it was, his strength had barely developed and his scale armour was still vulnerable. Fingon, prince of Hithlum, drove Glaurung back to Angband, where Morgoth kept the Dragon for two more centuries, having planned for him to grow to full power before unleashing him upon the world and displeased with his impulsive assualt on Hithlum and Dorthonion. In the Wars of Beleriand, beginning the Fourth battle,the Uruloki were let loose. Glaurung, the great Worm, unleashed his full power, his great size and scorching fire clearing a path through the armies of his foe. Assisted by Balrogs and black legions of Orcs, the siege of Angband was broken and the Elves despaired.

    In the Fifth Battle, which became known as the Battle of Unnumbered Tears, Glaurung wrough even more terrible destruction than before. In the mysterious ways of Dragons, he had fathered a brood of lesser Fire-drakes and Cold-Drakes. His brood accompanied him to war and a great army of both Elves and Men fell before them. Only the Dwarves of Belegost could withstand the Dragon-flame, having come to battle their common foe. Although Glaurung held the territories he gained by might of battle, he also bought many under his command with the binding power of his Dragon-spell.

    Many years later, after Glaurung had sacked and destroyed the kingdom of Nargothrond, the mortal Turin Turambar, son of Hurin, used stealth to reach the mighty Dragon and drove his sword Gurthang deep in the beast's underbelly, inflicting a mortal wound. By the Dragon's poisonous black blood and the venom of his last words, Turin also died.

    Worms

    In the First Age of the Sun, Morgoth bred the most powerful creatures in Arda, which came out of the Pits of Angband. Armed with scales of iron, mighty teeth and claws, and great powers of flame and sorcery, they were among the most feared beings in all the histories of Middle-earth. These great and ancient Worms of Morgoth were called DRAGONS by Elves and Men.

    Morgoth made three kinds: great serpents that slithered, those that walked on legs and those that flew with wings like the Bat. All these Dragons were of massive size and power and their tales could crush the shield-wall of any army. Fire-Drakes breathed scarlet and green flames that scorched the Earth, while winged Dragons created hurricane winds that swept the land beneath them, destroying all in their path.

    Dragons also possessed other powers besides their great strength and flaming breath. Their eyesight was keener than any hawk and, once sighted, their prey could not escape from them. Their hearing would catch the slightest breath of even the most silent enemy and their sense of smell allowed them to name any enemy by the odour of its flesh. Ancient serpents, their intelligence was renowned, as was their love of creating and solving riddles. Yet they lacked wisdom, for they were full of gluttony, vanity, greed, deceit and wrath. Comprised chiefly of the elements of fire and sorcery, Dragons shunned water and preferred darkness to sunlight. Vapours of their worm-stench were of burning sulphur and slime and their blood was black and deadly poison. Their bodies always glowed with a hard, gem-like flame. The very mountains shook when they laughed and their cruel reptilian voices were harsh whispers. Their eyes emitted rays of ruby light or flashed red lightning in anger and, combined with the power of their voice, they could invoke a Dragon-spell, binding unwary foes who would surrender to their mighty will.

    Wolves

    In the pits of Utumno in Middle-Earth many evil creatures were bred to sow evil in the world, before the Sun shone. Chief of the beasts allied with the Orcs were the Wolves. They first came into the Westlands in the years of Stars and those of great size served as mounts for Melkor's servants. The Wolves were a great source of terror, though by the Third Age of the Sun they were lesser beings than those of early Ages. Still, they remained a dreaded race. The "Chronicle of the Westlands" tells of a race of White Wolves that came out of the Northern Waste during the Fell Winter of 2911 and the snow of Eriador was stained with the blood of Men slaughtered by these ferocious beasts. in the "Red Book of Westmarch" tales are told of a breed of Wolf that in Rhovanion made a pact with the Orcs of the Misty Mountains. Called Wargs, they carried this breed of Orc into battle on their backs. Much feared, this alliance was a great evil and in the Battle of Five Armies the greatest element of the Orkish forces was its cavalry, comprised of great Wargs.

    Carcharoth

    The greatest Wolf in legend is Carcharoth, the Red Maw, who was reared by Melkor in the First Age of the Sun on living flesh and filled with great powers. Also named Anfauglir, the 'jaws of thirst', Carcharoth grew to a great size, his teeth like the poisoned spears of an Orc legion and his eyes burned red as coals. Guardian of the Gates of Angband, none could pass by him by sheer strength alone as he lay unsleeping, ever vigilant.

    It's interesting to note that in the First Age the elves bred wolfhounds to counter the wolves, greatest of which was Huan, the Wolfhound of the Valar, who slew Carcharoth in the Quest of the Simaril, though he was bitten by that fell beast's venomous teeth which ensured his death would swiftly follow.

    Wolf-riders

    In the Ages of Stars both orcs and wolves were bred by the evil hand of Melkor the Enemy. Their pact of evil began before the race of Men awoke and the Sun's light flooded the world. The hisotories of Beleriand tell how the Sindarin elves fought the Wolf-riders many times. During the Battle of Five Armies, the Orcs of Rhovanion entered combat mounted on the backs of Wolves that were called Wargs. These Orcs were named Wolf-riders by Elves and Men and they comprised the cavalry of the Orc legions.

    Winged/Fell Beasts Description:

    In the time of the War of the Ring, the undead spirits called the Nazgul were carried aloft by great Winged Beasts. Swifter than the wind, they had the beak and claw of bird, neck of serpent and wing of bat. Living creatures like dragons, they were more ancient still, bred by Melkor in lurking shadows in the Ages of the Lamps, when Kraken and serpent came from the Pits of Utumno. Black and evil, strong and fearsome, they were fed on Orkish meats and grew beyond the size of any other winged creature of the Third Age.

    Bats

    The blood-sucking Bat was one of the many creatures bred in darkness from the birds and beasts of Middle-earth by Melkor. Bats were always known to be servants of evil, their lusts and habits well-suited to such purpose. The tales tell how even the mightiest of Melkor's servants used the Bat shape in times of need. Such was the form of Thuringwethil the Vampire, "woman of secret shadow". Sauron himself changed into a great wide-winged bat when he fled after the Fall of Tol-in-Gaurhoth. At the Battle of Five Armies in the Third Age of the Sun, bats formed black storm clouds and advanced in open war with legions of orcs and wolves to battle against Men, Elves and Dwarves.

    Here is one for spiders generally.

    The Great Spiders were among the foulest beings to ever inhabit Arda. They were dark, filled with envy, greed and the poison of malice. In the Third Age of the Sun they came into the forest of Greenwood the Great, which they made evil. So Greenwood went dark with the ambush of their webs and was re-named Mirkwood. Though they were small in comparison to their great ancestors, they were wise in the evil craft of entrapment and large in number. They spoke both Black Speech and the common tongue of Men, yet in the Orkish fashion, full of rage and evil words. In the passes of the Shadowy Mountains and in the darks depths of Mirkwood they grew strong again.

    Shelob

    When the land was broken during the War of Wrath, it is said that few spiders could save themselves from the rushing waters. However, Shelob, one of the great daughters of Ungoliant, and other lesser spiders crossed the Blue Mountains and found shelter in the Shadowy mountains which defined the realm of Mordor, where they grew strong again. After the First Age of Sun, only Shelob approached the majesty of Ungoliant. For two Ages, she dwelt in the the place called Cirith Ungol, the 'Spider's pass', in the Shadowy mountains. Many a Dunedain and Elvish warrior came to her realm but none could stand before her. She devoured them all. Like her great mother, she spun black webs and vomited darkness from her body. Vast and strong she was - armed with venom from her great beak and horns, long claws of iron on each of her many gnarled and jointed legs, hair-like spikes of steel and her underbelly paled with streaks of slime and luminous with her septic poisons. She had no weakness, except for the great, globed cluster of her eyes.

    Ungoliant

    Greatest of the giant beings that took Spider form was she, a mighty and evil spirit that entered the world before the Trees of the Valar were made. She was dreadful and vile and possessed of a web of darkness called the Unlight of Ungoliant, which not even the eyes of Manwe could penetrate. She came with Melkor to Valinor and destoyed the trees of the Valar. She even tried Melkor as her prey, who called the demons of fire named Balrogs to come and lash her with their whips of flame. Breeding with other great spiders, her gluttony was a fearful thing and it is said in her ravening hunger that she finally consumed herself in the deserts of the South...Perhaps, not!
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    The following by Euripides.

    Descendants of Glaurung the Golden, the first of the great dragons given life by Morgoth, these terrifying and glorious beasts are spirits of flame incarnate. Known and feared throughout all of Middle Earth, these remnants of ages past make their homes deep in the dark, unseen places of the world. For one to emerge from its solitude is an omen of death and destruction, a sentence of ash and fire to all who would challenge its awesome might. Only the bravest heroes of Middle Earth dare to exchange blows with these engines of ruin.
  5. Euripides
    Euripides
    Hey everyone. The reason I haven’t been posting as fervently as the rest of the team is because I’ve been conducting research so I could piece different aspects of the mod together. What follows is detailed descriptions of every creature/rebel that will be incorporated into the mod (credit to Thuringwethil for providing the base descriptions for spiders, fell beasts, wolves, wargs, bats, Shelob and Smaug). More unique rebel/faction specific units will be added as the mod progresses, and I will be contributing the greater results of my research to the campaign balance/recruitment overhaul board sections once they have been organized into an intelligible format. Many of that which is vague in this post will be elaborated on in those sections as well. Discussion of the following units or possible units; whether they be faction specific, mercenaries, or rebels/creatures; is highly encouraged in the workspace section now that we have a basic outline to follow.

    Key:
    Young Weakest creature stage. Unique abilities undeveloped, limited battle traits.
    Adult Average creature stage. Unique abilities developed but not at full potential, average battle traits.
    Chieftain A patriarchal/matriarchal development stage for lesser creatures. Stronger than the adult stage with completely developed abilities and notable traits but ultimately weaker than creatures who may attain the patriarchal/matriarchal stage of development. Their numbers, however, are less limited than those of the higher tier.
    Patriarch/Matriarch The highest stage of development for creatures. Fully developed abilities, battle traits, and above-average attributes make these creatures extremely rare but incredibly powerful.
    Guardian The penultimate creatures of Middle Earth, those that exist only in legend and find equals in only the greatest of heroes. (Possibly a late-game device, will require heated discussion)
    Tiers (1/2/3/Bodyguard) Reserved for those units which do not fall into the ‘creature’ classification. These are new unique rebel units that will provide a challenge where creatures cannot in order to keep within the realms of Middle Earth’s Lore. (Trolls are currently debatable as to whether they belong to this category)


    ~Units & Descriptions:

    Dragons


    Spoiler Alert, click show to read: 

    Fire Drakes

    Smaug Smaug is the last of the Great Fire Drakes, the mighty Uruloki descended from Glaurung the Golden. Of his origins little is known, and the first recorded history of his existence seems to be in the Year TA 2770, where he descended upon the Dwarf Kingdom of Erebor and the township of Dale. Both were reduced to naught but ash, the greed of Smaug fueling his wrath as he searched for the famed Dwarven treasures of the Lonely Mountain. He hoarded all the wealth of the Dwarves and Men of Dale and made a bed for himself deep within the Great Hall of Thrain. Now he resides there unmolested, the Lonely Mountain ever so more ominous with his presence radiating from within its bowels. None dare to approach within a hundred leagues of that place. Although profoundly arrogant, as all of the Uruloki, Smaug described his capabilities without exaggeration: "My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"

    Habitat: Custom Battles Only?


    Uruloki (Great Fire Drake)- Gone are the greatest of the Brood of Glaurung, the Dragon of Erebor lies slain and his carcass rots on the banks of the Celduin. Now what remains is a shadow of their former glory, condemned to await their extinction in a world that has sentenced them to live only in legends of ages past. Or so the peoples of Middle Earth thought… Now, in the last great struggle to be waged between the forces of light and darkness, those of the blood of Ancalagon emerge from their long exile to consume all Middle Earth in fire and ash. They lead the remnants of their kin into another Dagor Bragollach, a final flight that will either see to their utter destruction or salvation. Only the mightiest heroes of Middle Earth can hope to challenge their awesome power.

    Habitat: Possibly a late-game challenge that could spring-up among each variety of Dragon. Either this or it could be restricted to custom battles. I’m not entirely sure they would fit within the realms of the lore. Will require further discussion. Guardian(tbd).

    Fire Drake- Spirits of flame incarnate, these are the most deadly of all the Brood of Gluarung. Though lesser than the Uruloki, the greatest of their kin, these drakes are still among the most feared creatures of Middle Earth. Within their gullet lies the great inferno which drives them to consume all within sight, a dreaded hell-fire that reduces all to ash. As infants they are fragile, their fire not fully matured and their armor penetrable by the craft of man. As they mature, their scales grow stronger, fanning out to create an almost infallible armor. At the apex of their evolution their scales expand to reveal monstrous wings which herald gale storms, their scales turn a blood red and their fires become insatiable. To the fortune of the Free Peoples of Middle Earth, the Fire Drakes’ numbers have been dwindling with the dawn of The Third Age. The last great nests of the Withered Heath remain however, and while they still stand the flames of the Fire Drakes shall continue to burn. Should these fires continue to blaze unhindered there is no telling what newfound terrors shall descend upon Middle Earth…

    Habitat: Withered Heath; Raids Dwarves, OOTMM, Dale, Silvan Elves. Young(no wings)/Adult(wings).


    Gloraz Faulekulir Wisest and eldest of the fire drakes, these Dragons may be the last of their kind to be worthy of the legends of ages past. They dwell in the last great Dragon nests of the Withered Heath, the leaders of their kin and fathers to all who dwell there. Their scales are akin to mithril; in both their brilliance and dexterity. Their mane is of the purest white, flowing from their neck into the dwarf-like beard which envelops their countenance. Their head is crowned with two great horns emblazoned with a magnificent ring for each millennia they have spent on Middle Earth. Most telling of all, however, is their eyes, which are of a blue so piercing only an Istari could hope to meet them. They are living relics of the past, the last of the Higher Dragons left to keep their race from falling into extinction. Should any threaten the dwindling descendants of Glaurung the Golden these titans shall be there, carrying out a sentence of fire and ash to all who should seek the destruction of the last of their kin.

    Habitat: Withered Heath; Raids Factions that destroy Fire Drakes (mid-to-late game). Patriarch

    Cold Drakes


    Cold Drake- 150 years after the Kingdom under the Mountain was first established Thorin; son of Thrain; took note that many of his kin were migrating to the Grey Mountains. He chose to lead the Dwarves of Erebor in a great exodus there, and established the Seat of Kings at Dain’s Halls. For 300 years the Dwarves prospered in Ered Mithrin until the year TA 2590, when great Cold Drakes came hurtling down into the Grey Mountains out of the Forodwaith and overran the Seat of Kings, slaying King Dain I in the process. While they were lesser than the fire Drakes in that they lacked their dreaded inferno, they possessed all their other attributes-including flight. The Dwarves realized their inevitable destruction and followed Dain’s son Thrain back to the Lonely Mountain. Only a handful of Dwarves sworn to avenge their fallen King and protect what they could of the former Dwarven Realm remained behind, these becoming the Dragon Slayers of Ered Luin. Now the Drakes’ nests dot the entire range of the Grey Mountains and orcs have come to populate its main passes, who find themselves in a worse position than the Dwarves before them. Each of the three races to now populate the Grey Mountains finds themselves at war on two fronts, and only one can claim the Ered Luin as their sole dominion. Having already been driven from their homes in the great wastes to the north, the Cold Drakes have no intention of relinquishing the Grey Mountains to the very prey they hunt daily.

    Habitat: Grey Mountains; Raids armies in Grey Mountains/Dain’s Halls/Gundabad. Young, Adult, Patriarch/Matriarch

    Burz-shark-Ash Long have the men of Rhun been plagued by internal strife and civil war, even during the reigns of the most powerful of the Loke-Khan. During the greatest of these conflicts the vast plains of Rhun are stained red with the blood of its warriors, many of its rivers running crimson in their aftermath. It is in these periods of bloodshed that the Burz-ash are roused from their otherwise ceaseless hibernation, awakened by the scent of blood which weighs heavy on the air. It is an aroma all too well-loved by these scavengers of the East, and they will stop at nothing to find its origin for they are well-organized, swift and ruthless in their search for sustenance. The Burz-ash, which travel in great numbers and devour every vessel of the liquid life they crave so fiercely within hours-whether they be dead or alive. They move from slaughter to slaughter, ignoring everything save for the stench of blood burning in their nostrils. While unlike their northern kin in that the nature of their existence has greatly reduced their original bulk, they possess more refined attributes suited to their environment. These are their jagged, slick scales which deflect any weapon directed towards them, their great maws packed with saw-like teeth made to grind and rend bone, and; most terrifying of all; their seemingly endless numbers. Only the Dragon Regiments of the Loke-Khan himself are able to engage the Burz-shark-Ash in combat with any hope of driving them back, and if they manage to do so the people of Rhun will be safe from the bloodlust of their greatest enemy… for a time.

    Habitat: Rhun; Raids Rhun armies/regions. Young, Adult

    Long Worms (Serpent-like Cold Drakes)
    Worms of Ered Luin (front claws only, replaces blue Drake, wings?) At the end the first age much of Beleriand had been laid to waste by the forces of Morgoth, and even the Dwarven cities of Belegost and Nogrod were lost to the rising seas. The Dwarves of the Blue Mountains were forced to flee east, finding refuge in the great city of the Longbeards, Kazad-Dum. In their absence the Blue Mountains became wild, a desolate collection of crags populated only by creatures that could withstand the cold, harsh environment. A small number of dragons that escaped the destruction of Angband fled to the deserted passes of the Ered Luin. The Longworms who now make their nests there are the descendants of those dragons. Great serpentine tyrants covered in magnificent blue scales, they possess dreadful maws of horrible ivory fangs and snatches of wicked talons on the end of each limb that rival those of the eagles. Not long ago the Dwarves under Thrain II returned to the Blue Mountains, unwittingly living in the shadow of their mortal enemies. Fortunately, the Dwarves were small in number and dwelt at the base of the mountains, leaving them unnoticed by the Longworms. Now, however, the fire in the hearts of the Folk of Durin; long damp and bereft of hope; has been rekindled with the restoration of the King under the Mountain. The Blue Mountain Clans of the Dwarves now expand feverishly with the hope of restoring the great Dwarven Realms that stood there in ages past. It is only a matter of time before the echoes of their hammers reach the peaks of the Ered Luin…

    Habitat: See description; Raid Dwarves (Blue Mountain settlements). Adult, Patriarch/Matriarch

    Nur-uzuan-Drakhr (gem shadow demon; replaces gold, silver, iron drake) It’s name the Dwarves dare not utter, its existence a curse that follows them no matter where they may settle or how vigilantly they guard themselves. The Lake-Men; friends and confidants of the Dwarves; tell that they dwell deep within the bowels of the Mountains of Middle Earth, their nests only accessible by the craft of the Folk of Durin. They live in complete darkness surrounded by the richest deposits of the precious metal ores they subsist on. Consequently, these are the very same materials the Dwarves mine for, and no matter how cautiously they construct their tunnels the Dwarves inevitably stumble upon these great veins and the terrors who reside in them. The last account the Dwarves gave of these creatures spanned nearly a full waning of the moon and was burned into the memories of those who dared listen. Of what the Dwarves said that night they now never speak of save among themselves, and the men who were privy to their company only dare to voice the following: These creatures are Demons of Gem and Shadow, left blind in their centuries of darkness but gifted with heightened senses above any other creature of Middle Earth. A great, black cloud trails them wherever they walk- its reek so foul it kills all in its wake. Anyone who should meet its gaze will have the light struck from their eyes just as theirs was so many ages ago. Of those brave enough to challenge it in combat almost all succumb to an instant death from their horrific spear-headed tails, believed to contain poisons deadlier than those of a Morgul Blade. Many Dwarves’ last words have been an attempt to warn their brothers of their impending doom, but all they are can ever manage to utter is one last feeble cry for help: Drakhr.

    Habitat: Mountainous regions east of Imladris/North of Mordor. Spawn probability, while at its base value is exceedingly low, should be based upon precious metals within the region ranked as follows: 1. Mithril; 2.Silver; 3.Gold; 4.Iron. The only exceptions are the Iron Hills; which have an above-average spawn probability; and the Grey Mountains, which have a below-average spawn probability. Another possible factor could be whether mines are constructed, having 0 mines = 0 spawn probability and having it increase with each upgrade. Capable of spawning in hilly Rhun regions w/gold as well. Raids settlements of regions spawned in. Adult, Patriarch/Matriarch (TBD)

    Sand Worms To the Men of the West, there is no monster of the Far East to be feared more than the mighty Mumakil. To the Men of Harad, there is a creature far more terrifying, a great hunter that rules the desert and preys upon the very same Mumakil feared by the west. The origin of this fear can be traced back to the first Mumaks to be tamed by the Haradrim, these being infants or adults who strayed from the rest of their herd and were subdued by the Muthad. Over time more and more of these herd-less Mumaks came under the control of the Haradrim, becoming great assets to the people of the desert as both beasts of burden and tools of war. Eventually the Ruler of the Haradrim expressed an interest in possessing complete control over entire herds of Mumakil, and to this end he sought warlords of the Muthad Tribesmen to track a great Mumak herd and uncover the mystery behind those who went astray. A party consisting of 50 of the greatest warriors of the Muthad Tribes mounted on two Mumakil; considered by the Haradrim to be the fiercest warriors of the desert; was completely wiped out. Now contact with the Tribes of the Muthad is all but lost save for those few runners who manage to reach the Royal Palace with enough life left in them to deliver their message. What they manage to describe is always the same: A great devil that takes the form of a snake, possessing bulbous yellow spheres for eyes and rows of horrible fangs that cannot be counted save for the moment it devours their observer. Its long, thick hide is covered in scales that mirror the sands of the desert, changing hues with the sun’s position in order to camouflage itself almost perfectly. It is not completely undetectable, however, due to the most terrifying aspect of its nature. It can travel below the surface of the sand as the great serpents of the sea do in water, and like their cousins that populate the oceans they boast great sail-like fins that protrude from under the desert’s surface and serve as an omen of death. They are the bane of the desert dwellers; a fear held in such fervor that the ruler of the Harad Waste adopted the title “Grand Serpent” in order to cement his supremacy. These are the true Great Serpents of the south, however, and the scent of the Haradrim is locked in their memory…

    Habitat: Deserts of Harad; blocks trade routes. Raids: Haradrim settlements, Haradrim armies (can ambush). Young, Adult, Patriarch/Matriarch

    Spiders
    Spoiler Alert, click show to read: 

    Giant Spiders The Spiders were among the foulest beings to ever inhabit Arda. They were dark, filled with envy, greed and the poison of malice. Chief among these was Ungoliant, whose offspring settled in the forest of Greenwood the Great at the behest of Sauron (then known as The Necromancer) in the Third Age of the Sun. So Greenwood went dark with the spinning of their webs and was then feared as Mirkwood. Though they are small in comparison to their great ancestors, Ungoliant’s children have grown many in number and are at the peak of their cunning. They wait in the Dark Depths of Mirkwood striking fear into all who dwell under the shadow of its trees, for their nests are many and their hunger insatiable.

    Habitat: See description; Raids Silvan Elves/Mirkwood. Young, Adult, Patriarch/Matriarch

    Shelob- When the land was broken during the War of Wrath, it is said that few spiders could save themselves from the rushing waters. However, Shelob, one of the great daughters of Ungoliant, and other lesser spiders crossed the Blue Mountains and found shelter in the Shadowy Mountains which defined the realm of Mordor, where they grew strong again. After the First Age of the Sun, only Shelob approached the majesty of Ungoliant. For two Ages, she dwelt in Cirith Ungol, the 'Spider's Pass', in the Shadowy mountains. Many a Dunedain and Elvish warrior came to her realm but none could stand before her-She devoured them all. Like her great mother, she spins terrible black webs and vomits darkness from her body. Swollen with the venom of malice and strong with her years of solitude- she is armed with venom from her great beak, claws of iron on each of her many gnarled and jointed legs, spikes of hair akin to steel and her great underbelly paled with streaks of venom. She has no weakness, save for her great, globbed cluster of eyes.

    Habitat: See description; Raids Armies in Minas Morgul.


    Wolves/Wargs

    Spoiler Alert, click show to read: 

    Wolves Within the pits of Utumno in Middle-Earth many evil creatures were bred to sow evil in the world before the Sun first shone. Chief of the beasts allied with the Orcs were the Wolves. They came into the Westlands in the Year of Stars and those of great size served as mounts for Melkor's servants. The Wolves were a great source of terror, though by the Third Age of the Sun they were lesser beings than those of early Ages. Still, with fangs strong as steel and eyes as piercing as the night they hunt in, these swift hunters prowl the Northlands guarded by the remnants of the Dunedain, their mortal enemies. It is only by their relentless vigilance that these beasts have not overrun the villages of the North.

    Habitat: Regions west of Hoarwell, north of Dunland, east of Mithlond and south of Pitkaranta; Raids Eriador/Arnor/Elostirion. Young, Adult, Chieftain.

    White Wolves (those inhabiting Angmar and the Ettenmoors) Of all the wolves to inhabit Middle Earth, the White Wolves of the north are the purest. Said to be descended from Carcharoth himself, these white shadows remain almost untouched by the passing of time. They are an awesome sight to behold, the largest reaching 4ft taller than the average man and a body as long as the wingspan of a fell beast. Long have they remained hidden in the northernmost reaches of Angmar and the Ettenmoors, only revealing themselves once in recent history for an audience with the Witch-King. With the fall of Carn-Dun, they disappeared back into the mountains. It is only now with the return of Sauron that they emerge from their slumber, the Demons of the North.

    Habitat: See description. Guardian

    Wargs First bred in the darkness of Mordor, these creatures were Sauron’s answer to the dwindling number of Werewolves in Middle Earth. A hybrid created from two of Morgoth’s wicked designs, these new Wargs possessed a higher intelligence than their lesser kin, allowing them to speak and understand the Black Speech, many forms of Orcish and even form their own crude language. Their newfound cunning came coupled with hides thicker than steel, agility to match the steeds of the Horsemasters and fangs capable of rending armor asunder. Having long been allied to the Orcs of the Misty Mountains and now finding a new friend in the White Wizard, their clans have begun to expand and their chieftains have grown bolder. Now their howl can be heard echoing across the Wilderland and down into the vast plains of Rohan, a call dreaded by all unfortunate enough to hear it.

    Habitat: East Emnet, West Emnet, Wold, East wold, Westfold, Gap of Rohan, Anduin Vale; Raids Good Rohan/Anduin Settlements. Young, Adult, Chieftain

    Orcs

    Spoiler Alert, click show to read: 

    Orc Scavengers These bands of Orcs and Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. This is a double-edged sword, for while they are ‘free’ they must now conduct regular raids for supplies into the Lands of Men, patrolled far better now than in the time of their origins. (Tier 2)

    Orc Looters The more lightly equipped variety of the Orc Scavengers, it is their duty to swiftly plunder a settlement once the Scavengers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the scavengers and anything else that may be of use. They are swift, mobile and extremely efficient. It is for this natural stamina that the looters are selected, often working as scouts and extremely adept at ambushes. (Tier 1)

    Orc Hunters These Orcs are the companions of the scavengers who lost their sense of purpose with the destruction of their great armies long ago. Crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the men of Gondor, tools of a far greater construction than any orc bow. This accompanied with their numbers makes them more than a match for the Militia of Gondor and a threat to even to the Rangers of Ithilien. (Tier 2)

    Black Orcs Before Saruman bred the mighty Uruk-hai, these great brutes were the vanguard of the Dark Lord’s forces. Favored by natural selection, the average Black Orc stands 7ft tall with a tough, charred black hide only penetrable by a sword of great craft or an arrow of true aim. This coupled with their affinity to wield monstrous Iron Hammers or Serrated Black Greatswords into battle made them horrifying shock infantry, commonly mistaken as lesser trolls. Condemned to the wilderness, their only goal now is self preservation. They lead the orc scavengers in their raids against the Men of Gondor, and have even been known to control (or rather, unleash) Feral Mountain Trolls in their larger plunders. (Tier 3)

    Black Orc Bodyguards Despite the fact that the Orc Scavengers who raid the lands of Gondor east of Osgiliath and Cair Andros are the remnants of shattered armies they are rather well organized by more intelligent Black Orc Chieftains. These warlords were most likely former captains in Sauron’s army, the most cunning and brutal of the Black Orcs who stood tallest among their already fearsome brethren. They are the true force behind the raids into the eastern realm of Gondor, and are even beginning to consider pillaging as far south as Harad. Such ambitions they share solely with their trusted bodyguard, the most savage of the Black Orcs who are second in ferocity only to their chieftain. What truly sets them apart in battle, however, is the distinctive armor they wear made from Mountain Troll hide. Yes, these Orcs are the troll slayers, and the skins it grants them only further blurs the line between orc and troll in the mind of both friend and foe alike. (Bodygaurd)

    Habitat: Ithilien regions, Dagorlad; Raids Gondor/Harad/Good Ithilien settlements.

    Goblin Usurpers These goblins have been banished from their clans for countless reasons, all having their origins at greed and trickery. While these attributes are encouraged in Goblin society, this foolish scum was arrogant enough to challenge their betters openly and were cast out of their homes for it. They band together in large hoards and prey upon the weak, often finding their end at the hands of the dreaded Skin Changers of the Anduin Vale or by the treacherous daggers of their own kin. This constant struggle for survival has made them hardier and more cunning than their ‘domestic’ brethren, this creating an opportunity for them to displace the Goblin Chieftains who humiliated them and place themselves upon the seats of power in the Goblin Clans. Wielding the best arms and armor of many a fallen enemy, should these outcasts find a leader to rally themselves behind they could be a force to be reckoned with. (Tier 2)

    Hobgoblin Usurpers Unlike those goblins that were simply banished from their clans, these hobgoblins were meant to be executed for plotting treason and escaped through force of arms. They are the force behind the dissenters who now swell the passes of the Misty Mountains, aligning as many goblins as they can under their banners in order to place themselves atop the summits of the Goblin Kingdoms. They are stronger, smarter, and better-equipped than the vast majority of their kin, possessing armaments maybe even exceeding that of the Chieftains’ bodyguards. They have even made successful forays into the Anduin Vale and Woodland Realms with their growing armies, and now they turn to their old clans as the next frontier for their expansion. They will stop at nothing to grasp the reins of power in their hands and steer the might of the Goblin Armies underneath the heels of their iron boots. (Tier 3)

    Habitat: Anduin Vale, Misty Mountains, Grey Mountains; Raids: Anduin Vale, MM, Lothlorien, Mirkwood.


    Trolls

    Spoiler Alert, click show to read: 

    Stone Trolls Whereas the Last Homely House of Elrond may be the safest haven in the growing darkness of Middle Earth, the land surrounding it is said to be of the most treacherous. This is largely due to the Stone and Hill Trolls who make their homes in the Trollshaws to the south and the Trollfells to the north. While Stone Trolls are known for being the cruder of the two, they make up for their lesser intellect with a broader stature than that of their northern kin. They use this to their full advantage, choosing to hoard whatever riches that they can steal from unsuspecting passersby rather than craft anything of their own design. However, unlike most bandits, Stone Trolls often eat the people they plunder. The only way to reach Rivendell without encountering these boorish trolls is by means of the hidden road, a path known only to a fortunate few. Should one travel by day, however, he may find his fortunes lifted, for its said these trolls turn to stone if exposed to sunlight.

    Habitat: See description; Raids High Elves/Eriador/Arnor. (Tier 2)

    Hill Trolls The Hill Trolls are those of a rather savage variety who inhabit the Trolfells north of Rivendell and just south of the Ettenmoors, as well as the plains of Gorgoroth in Mordor. Hill Trolls are built like the regions they inhabit: Tall, Sturdy and Rough. Their hide is comprised of green scales that serve as a sort of armor, and they make use of great warhammers whose size makes quick work of any foe. Far more organized than the Stone Trolls of the Trollshaws, The clans of the Trollfells make regular raids into the lands surrounding Imladris, and sometimes as far south as Eriador, while the clans of Mordor receive direct orders from the Dark Lord himself. Indeed, one of the most famous acts of the Hilltrolls was the slaying of Arador, Fourteenth Chieftain of the Dunedain and grandfather of Aragorn son of Arathorn. Since that fateful day the Dunedain have sworn vengeance and will not rest until every Troll Clan of the north is slain. It is a vow far easier committed to speech than action. (Tier 3)

    Habitat: See description; Raids High Elves/Eriador/Arnor.

    Wild Cave Trolls As their name suggests, these cave trolls who make their homes within the deep reaches of the Misty Mountains are those deemed too feral for the lashes of goblin troll-trainers. Irritable cave-dwellers who are easily provoked, once their rage is kindled they become unstoppable masses of raw power whose instinct is to destroy everything in sight. It is said that the fury of these behemoths can go unhindered for weeks, wiping out entire goblin clans or even carving new caves and passageways out of the Mountains. (Tier 3)

    Habitat: See description; Raids OOMM/raids with Goblin Usurpers.

    Feral Mountain Trolls After the fall of Sauron in the War of the Last Alliance, his servants were nearly completely annihilated. Those that survived were scattered, many of whom fell to Man, Elf or starvation. It was therefore only natural that when The Nazgul returned to Morder they were both surprised and ecstatic to find these trolls living there. Their initial delight was almost immediately replaced with bitter resentment, as they soon found these giants to be beyond their control and extremely dangerous. Such was their ferocity that they could not be driven from Mordor until Sauron had begun breeding his own trolls and pushed them into the woods of Ithilien. Many still roam the passes of Mordor, minds corroded to a primeval mush and enslaved to pure instinct. (Tier 3)

    Habitat: See description; Raids Morder/raids with Wild Orcs.

    Wild Snow Trolls With the flight of the Witch King of Angmar, many of the creatures he had unified under his banner dispersed back into the wilderness. The Snow Troll clans of the Ettenmoors and the Mountains of Angmar were the most prominent of these, but without a leader they returned once again to their long history of infighting among their peoples. What makes Snow Trolls unique from their southern kin is that they prey mostly on other trolls, making clan-warfare a necessary evil of their existence. It is this constant power-struggle that makes these Snow Trolls the fiercest and proudest of their kin, unwilling to accept any master save for a great chieftain drawn from their own people. (Tier 3)

    Habitat: See description.

    Great Creatures
    Spoiler Alert, click show to read: 

    Eagles The first eagles were sent to Middle Earth at the order of Manwe Sulimo in order to watch over the exiled Valar and their great foe Morgoth. His children have continued their duties to this very day, playing their part in the history of Middle Earth from the fall of Morgoth to the rise of the Witch King. Furthermost among the Eyries of Middle Earth in the Third Age is that of Gwaihir, Lord of All Eagles and direct descendant of the greatest of his kin Thorondor. The Eagles are wise of mind, swift of wing and fierce of talon-they are the noblest, most majestic creatures of Middle Earth. They have always kept a watchful eye on the workings of even the innermost darkness, and now they grow wary of the movements of Sauron. Soon the eagles will play their role as the guardians of Sulimo once more, as they now prepare for the coming darkness and take to the sky to warn those wise enough to receive their audience.

    Habitat: Misty Mountains, Anduin Vale; Raids OOMM. Adult, Patriarch

    Bears Great black beasts that inhabit the Anduin Vale alongside the Beornings, or skin-changers, they are perhaps the one entity the Mighty Wargs loathe more than fire. Long have their clans kept the Anduin safe, revealing their true numbers to be far greater than ever conceived after the utter defeat of the Goblins and Wargs at the Battle of the Five Armies. With beautiful hides protected by striking black fur, a frightening maw of dagger-like fangs and their great iron claws which could tear through the strongest trees of Mirkwood, these Guardians of the Anduin Vale are perhaps second in their regality only to the Eagles.

    Habitat: See Description; Raids OOMM, Anduin Vale evil settlements. Adult, Chieftain


    Wild Mumakil Traveller’s from the lands of the Far East tell tales of the Oliphaunts, colossal beasts who inhabit the region of Harad. While most dismiss these creatures as sheer myth, the veteran soldiers of Gondor live in their very shadow. These wonders of the desert stand between fifty and one hundred feet tall, possessing a great gray hide that is almost unassailable. What is truly unique about these creatures are the features of its head: Two great ears akin to the wings of a bat, a long, snakelike trunk and, most menacing of all, four great tusks capable of goring anything within sight. The Haradrim know them by another name: the Mumakil, and while these beasts are to be feared the Men of Harad boast the knowledge necessary to domesticate them. Taming these master-less creatures of the wild, however, is another matter entirely…

    Habitat: Regions of Harad with Mumakil; Raids said regions. Young, Adult, Matriarch


    Fell Beast In the time of the War of the Ring, the undead spirits known as the Nazgul were carried aloft by great Winged Beasts. Swifter than the wind, they had the beak and claw of bird, neck of serpent and wing of bat. Living creatures akin to dragons, they were more ancient still, bred by Melkor in the lurking shadows of the Ages of the Lamps, when kraken and serpent emerged from the Pits of Utumno. Dark and evil, strong and fearsome, they were fed fell meats and grew beyond the size of any other winged creature of the Third Age. For Sauron to utilize these demons in his conquest of Middle Earth he will have to break them as men break horses, though it will be a great undertaking to sway any dark creature born of Udun to his influence.

    Habitat: Mordor; Raids Mordor. Patriarch

    Giant Bats Bats were one of the many creatures bred by Melkor in the once great darkness of Middle-earth. Bats were always known to be servants of evil, their lusts and ambitions well-suited to such a purpose. The tales tell how even the mightiest of Melkor's servants took the form of the bat. Such was the form of Thuringwethil the Vampire, the "woman of secret shadow". Few in numbers since their destruction at the Battle of the Five Armies by the Eagles, they conceal themselves in the shadow of the Blue Mountains and the forests of Lindon. Now with word of the forces of Sauron growing darker each day they grow restless in their isolation, their thirst for the blood of Elf and Man once again unquenchable.

    Habitat: Forests of Forlindon/Harlindon, Forests of Eryn Vorn, Forests of Lond Daer, Raids stated regions. Young, Adult, Patriarch/Matriarch

    Ents(cloned from existing Ents)

    Habitat: Eaves of Fangorn in Isenguard, Fangorn Forest; Raids Evil armies in Fangorn/Eaves of Fangorn.

    Barrow-wights The Barrow-Downs was once the most sacred burial ground of men in Middle Earth, its origins reaching as far back as among the first of their kind to walk upon the Mortal Lands of Arda. This hallowed ground remained untouched for thousands of years, save for the additions made to its tombs. Then the Witch King appeared in the north and unleashed tortured, soulless spirits upon the lands of Arnor. In their agony they grew twisted and evil, making the Barrow-Downs their home so they could inhabit the bodies of the dead that lay there. Thus the Barrow-downs became a place of great evil, haunted by these Barrow-wights long after the Witch king was driven from Angmar. Should anyone meet the gaze of one of these lost souls their will shall crumble and they will be slave to its spell. Once ensnared only death can follow… (Tier 3; Bodyguard)

    Habitat: Barrow Downs, South Cardolan, South Downs; Raids Barrow Downs.

    Men
    Spoiler Alert, click show to read: 

    Beorning Bee-Keepers (converted from hornet-throwers) The symbiosis held between the skin-changers of the Anduin Vale and the woodland creatures that dwell there is unmatched in all of Middle Earth. The most notable of these relationships, however, is that which is shared between the Beornings and their famed honey bees; whom grow to an astounding girth in the company of the men who tend to them. In times of great turmoil, The Beornings turn to all the creatures of the Anduin for aide, and the bees who swarm to their call are among the fiercest. Their keepers carry their great hives into battle smeared in the thick muck of Mirkwood in order to prevent arbitrary stinging, a sight most amusing to those who would soon lie dead by the tips of the bees’ poison barbs. Though extremely lethal, the Bee-Keepers can only carry so many nests into battle and the bees die with the passing of their venom, making their use in combat crucial but limited. (Tier 3)

    Habitat: See Description; Raids OOMM, Anduin Vale evil settlements.

    Corsairs (cloned from Harad)

    Corsair Archers (cloned from Harad)

    Corsair Mariners Gondorian merchant ships often replenish their supplies while still at sea in order to reach their destinations faster. Fishermen of the Bay of Balfalas share a mutually beneficial relationship with the merchants of Gondor in this way, saddling up beside ships on a weekly basis to exchange wares. The Corsairs took note of this and began to employ a new raiding tactic: They would silently surround and plunder a town of the Bay at night, and then at dawn they would send out their own mariners disguised as fishermen in the ships of the townspeople they had pillaged. Once aboard, the unsuspecting merchants soon realized the fisherman’s humble harpoon could be used for skewering more than fish. The entire crew was wiped out within a matter of minutes and the corsairs earned a whole flotilla to add to their fleet. The Pirate Captains of the corsairs use this tactic sparingly, and only the hardiest corsairs hand-picked and led by a Captain’s First Mate may form the boarding party. (Tier 3)

    Corsair Firebombers (converted from naffatun) Of all the malevolent works of the corsairs, the firebomb is the most dastardly. Filled with flammable liquid drawn from plants found only in the southern reaches of Harad, these harmless spheres comprised of porcelain and clay become one of the most lethal weapons of the East no matter where it is deployed. The wielders of these highly volatile weapons are directly chosen by the Captain of the Corsairs and trained in the lighting of the fuses and throwing of the bombs. These men are highly mobile, motivated and deadly. (Tier 3)

    Corsair Captain’s Guard With the withdrawal of Gondorian Forces from Umbar to combat the armies of the Wainriders in TA 1856, the coastline was soon occupied by treacherous Corsairs, descendants of Castamir the Usurper and his followers. Having evolved into a confederation of pirates and brigands, the Corsairs answer to a Supreme Naval Commander stationed in the city of Umbar itself. It is here that the command structure and military actions of the Corsairs are determined, the Men of Umbar relying heavily on the strong leadership of their Captains to keep them organized and secure. Therefore, in their Captains’ best interests, the men elect the bravest, fiercest, and most resourceful of the Corsairs from within their own ranks to form the Captain’s Guard. These men are unflinching in their loyalty and incomparable in their combat prowess, bestowed with ancestral Numenorian arms, dastardly corsair firebombs and fine silk armor from the far reaches of Harad to ensure the total fulfillment of their duties. Even should their captain fall they will fight to the death to ensure the passing of his soul to the havens of the afterlife. (Bodyguard)

    Habitat: See description; Raids Gondor/Gulf of Lune.

    Outlaws These men have abandoned their names and native lands and have fled into the wild by choice or necessity. Many lay scattered in the wilderness left to fend for themselves, and as such they often band together to make the difficult task of life in the wild a little easier. Although not all are true criminals and none could justly be considered evil, the arduous task of survival has left them long bereft of honor; as such pleasantries do not quench the agony of hunger. In order to survive they often must put their needs before all others, even those of their fellow kin. In this way, they are sometimes considered equally perilous as the servants of The Dark Lord in the thoughts of weary villagers and travelers across Middle-Earth. Every so often, however, they rally themselves around a more noble cause in the hope of attaining redemption for those actions they cannot forget and perhaps even a chance at more quiet way of life. (Tier 2)

    Habitat: The Domains of Men; Raids Gondor/Dale/Eriador/Arnor/Isengaurd/OOG/Harad.

    Brigands Honorless pillagers and plunderers of innocents who choose a life of thievery, these scum are often found joining ranks with the Corsairs of Umbar in their raids so they can penetrate deeper into the Gondorian mainland they know so well. They arm themselves with bow and arrow, for they are too cowardly to engage in close-combat. Should they have to against professional soldiers they will break and flee for their own lives immediately. Soon after the battle’s end, however, they will return to scavenge the remains of their fallen ‘comrades’. Scattered throughout the dominions of men in Middle Earth, they are a constant threat as ever present as the shadows of the growing darkness. (Tier 1)

    Habitat: The Domains of Men; Raids Gondor/Dale/Eriador/Arnor/Rohan.

    Fallen Knights of Gondor Whether by sheer acts of betrayal or ill-fated tragedies, these knights have been stripped of their ceremonial honorifics and armor and outcast from their society. Some seek revenge, gathering outlaws, brigands and even corsairs to their banner with promises of spoils and riches. Those who choose this path either prove to be incredibly troublesome or even give life to civil war. On the other hand, there are some knights of honor who still long to bask in the warmth of the White City and set out to redeem themselves. These are the knights who attempt to refortify once great Gondorian outposts such as Cair Andros and Osgiliath, often offering their services to the plight of the Rangers of Ithilien. Many such knights maintain their pride in this manner, though sadly few live to have their titles restored. Whatever path they take, their presence can be felt above all others in battle, for they are determined, steadfast and righteous. (Tier 3/Bodyguard)

    Habitat: Lands of Gondor, Lost Gondorian Settlements, Ithilien; Raids Gondor/Harad/Mordor.

    Ithilien Rangers (Cloned from Gondor)

    Habitat: Ithilien Regions, Osgiliath, Cair Andros; Raids Evil Ithilien settlements.

    Aihwothiuda Wanderers With the utter devastation of the Kingdom of Rhovanion by the combined onslaught of the Dark Plague and the Wainriders, the Northmen were forced to seek refuge from their annihilation. Most of them, including much of the royal line now preserved by the Athala Rangers, headed north to establish new settlements along the Celduin River. However, there remained a small band who were so utterly consumed with grief at the loss of their homes and families that they could not bear to abandon their ruined kingdom. These men banded together to form a makeshift Aihwothiuda Guard who patrolled the borders of their homeland against those who would seek to defile it. While their sacrifice and determination was at first considered worthy of all the strength the Athala could muster to aid them, the rangers soon found that these wanderers would assail any who entered their forgotten realm. Blinded by rage and grief, they trust only themselves and the other outlaws who rally to their banner. Honorless, hopeless, and worst of all steedless, they have lost sight of their original purpose and seek only a revenge which they themselves cannot achieve. (Tier 3/Bodyguard)

    Habitat: Rhovanion, Uldonovan; Raids Rhovanion settlements.

    Banished Rohirrim As the mind of King Théoden of Rohan grows weaker with his illness, so too does the wisdom of his judgment. In his weakened state he falls further and further under the influence of Grima Wormtongue, one whose loyalty to the Mark is more than questionable, for he is the root of the banishment of these men. Despite this injustice, these men; the greatest knights of the Rohirrim; remain loyal to their lord and land, riding against the forces of Saruman wherever they may be present. These men are strong and true, valiant in their cause to protect the peoples of the Riddermark. (Tier 3)

    Habitat: Isengard regions; Raids Isengard

    Rogue Dunedain The question of whether these are simply corrupted Dunedain or a collection of those more secretive than their brethren is difficult to answer. While these men are thought to guard the northern borders of their fallen kingdom, basing their operations in the ruined fortress of Fornost and the once mighty Tower of Amon Sul (now more commonly known as Weathertop), not a living soul seems to ever have encountered them. Even the Dunedain of Eriador, the eyes and ears of the Free Peoples, remain close-lipped on their existence. Travelers claim to have seen great companies of these rangers hunting Trolls in the Trollshaws and Trollfells, leading many to believe they are those who swore to avenge the slaying of Arador. Rumor has it that they are in actuality the fabled Grey Companies keeping the lands safe for The Return of the King. Others believe they simply serve their own interests and may even be Black Numenorians in disguise. The yarns continue to be spun, but for all the rumors surrounding these men of mystery one thing is certain: Not a single troll, orc or wolf has been seen in the northern parts of Eriador since the first whispers of their existence reached the Prancing Pony. (Tier 3)

    Habitat: Arthedain, Weather Hills, Hills of Evendim; Raids OOG/Evil given regions.

    Dunelending Clansmen (cloned from Isenguard BUT given weak javelins)

    Dunlending Marauders As the foul creatures of Saruman plague the Rohirrim more with each passing day their hold on the Gap of Rohan grows week. This opportunity does not go wasted by the Wild Men of Dunland, whom aided by the spies of Saruman now know where and when to strike at the Horselords. When they do these berserkers form their vanguard. Armed with sturdy stone hatchets and fearsome Dunlending war paint, these men throw themselves into a frenzy which few can withstand. However, they wear only thin animal pelts for protection, making them extremely vulnerable to arrow-fire. Their mobility serves as a counter to this, however, and often do the arrows of the Rohirrim fail to leave their bows before they are struck down by these savages of the hills. (Tier 2)

    HillmenThese Dunlanders are the hunters and trackers of their tribe, skilled in the use of the short bow from a life of perfecting the hunt. Swifter of foot than the professional warriors of their people, the Hillmen play an important role as messengers and scouts during wartime. Given some time to study the terrain they can launch effective ambushes, but only at short range due to the nature of their bows. Where they truly fall short of other archers is that they use primitive stone-tipped arrowheads suited only to hunting game. Nevertheless, a kill from two feet away yields the same result as one from across a battlefield, and their incredible stamina allows them to perform deadly hit-and-run tactics which render them vulnerable only to horsemen. (Tier 2)

    Freccan Horseslayers The men of Dunlund have long been mortal enemies with the Rohirrim, their hatred dating back to the Murder of their Lord Freca by the hand of King Helm of Rohan (for which he earned his surname Hammerhand.) They briefly tasted revenge when Freca’s son Wulf invaded and occupied the Mark for the Long Winter of TA 2758-2759. Although Helm and his sons died during the siege, his nephew Frealaf managed to kill Wulf and route the Dunlanders. The Chiefs now see a new opportunity for vengeance in the leadership of Saruman, who has offered iron weapons and armor to the Dunlendars in return for their allegiance. These are the clansmen who receive the finest of Isenguard’s armaments for their strength, bravery and, most importantly, their pure Dunlending blood. The Warchief’s keep them as a personal guard-outfitted with great Warg hides and a massive wooden shield encased in a layer of iron and spear heads from Isenguard. When coupled with Dunlending war paint and long spears these men become the penultimate warriors of Dunland. (Bodyguard)

    Habitat: Dunland, Dunland Hills, Talsir, regions of Rohan west of Edoras; Raids regions of Rohan west of Edoras.

    Last Notes:
    · The descriptions should provide skinners with a basis for their designs
    · The exact specs of the units are going to take a lot of calculations, but that’s a given (for example: whether a given creature is early, middle or late game; how they are placed in accordance with the final map/faction structure, their actual battle statistics, animations & specs, etc.)
    · This looks like a lot to add, but once the research is posted in campaign balance/recruitment overhaul sections everything should be fairly simple to introduce into the mod.
    · All creatures should have limited unit sizes. Variety is important, but with as many that will eventually be put into the mod there needs to be a control so that it won’t be impossible to go two turns without getting slaughtered.



    Alreadydead, keep these units secret for now. I think it would be good idea to try and build up anticipation and not reveal too much to the forum until we're in the final stages of development.
  6. alreadyded
    alreadyded
    Excellent work, really above and beyond the call of duty! I really like the unit ideas and descriptions, sounds great. Only thing is I don't like the name Corsair Fishermen. How about Corsair Harpoonmen or Corsair Pillagers? Or something more intimidating, its not a big deal, but fishermen just sounds... relaxing. Its your unit idea though so it is your call. Personally I think Corsair Skewers has a ring to it.

    Also if you have any ideas for multiple spider type names and ideas, such as Black Spider, Brown Spider, Jungle Spider (eh), etc. The more the better really.

  7. Amon Amarth 930
    Amon Amarth 930
    Also if you have any ideas for multiple spider type names and ideas, such as Black Spider, Brown Spider, Jungle Spider (eh), etc. The more the better really.
    Real Badass-Spider
  8. alreadyded
    alreadyded
    Also the Chieftain and Patriarch/Matriarch roles need to be switched. A chieftain is a leader of several large groups. Whereas a pat/mat are only family and extended family leaders, which are small groups. So it doesn't make sense the way you have it.

    I was thinking of making a "Death Drake" but I couldn't think of a model badass enough for it.
  9. Euripides
    Euripides
    Giant Spiders should have their nests centered around Dol Goldur and expanding outwards into Mirkwood in a concentric fashion, like a web. Their purpose should be to provide the sole creature threat (other than scripted orc raids) for the Elven settlements of Mirkwood. Therefore it is crucial that they be kept a creature unique to these regions, as creating a greater variety would only be serving the purpose of units for the sake of units. The motto here should be quality over quantity; there are already more than enough creatures to be overcome even without the other unit concepts that are still under development. To this end, Giant Spiders could be skinned in a diverse manner (with great attention to detail) and an alternate model for the Matriarch could be designed for the sake of diversity.

    As far as the Chieftain and Patriarch/Matriarch issue is concerned, these creature classifications are based on Tolkien lore more than anything else. In The Hobbit, the Wolf/Warg Chieftain is struck by an exploding pinecone hurled by Gandalf. Beorn was Chief of the bears and skin-changers of the Anduin Vale. Aside from this, the physical characteristics and social structure of a given species must also be taken into consideration when determining creature classes. Species that possess the chieftain classification as their highest evolutionary tier do so because of the nature of that genus, this being reflected in those species that may attain the status of patriarch or matriarch in the same manner. It's simply two different labels that differ only in certain key attributes (unit size/presence on campaign map, unique combat capabilities, battle traits & ancillaries, etc.). These classes are really nothing more than reference tools.

    Also, the roles of the Dragons outlined above will fulfill those of the dragons speculated in alreadydead’s original post (see habitat). This will allow skinners to begin working on dragon designs and grant them a guideline for the construction of each dragon. This is essential to the design process so that the team does not become bogged down in each work division while also helping to make development easier.

    P.S.: How does Corsair Mariners sound?
  10. alreadyded
    alreadyded
    Corsair Mariners sounds good. The Eagle description needs to be changed a bit though.

    This is text from The Hobbit; the description should make them sound like this.

    "Eagles are not kindly birds. Some are cowardly and cruel. But the ancient race of the northern mountains were the greatest of all birds; they were proud and strong and noble-hearted. They did not love goblins, or fear them. When they took any notice of them at all (which was seldom, for they did not eat such creatures ), they swooped on them and drove them shrieking back to their caves, and stopped whatever wickedness they were doing. The goblins hated the eagles and feared them, but could not reach their lofty seats, or drive them from the mountains."

    "
    The Lord of the Eagles would not take them anywhere near where men lived. "They would shoot at us with their great bows of yew," he said, "for they would think we were after their sheep. And at other times they would be right. No! we are glad to cheat the goblins of their sport, and glad to repay our thanks to you (because Gandalf healed their lord), but we will not risk ourselves for dwarves in the southward plains."
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